Swedish Chef
Adventurer
I've seen individual review threads for the various modules from WOTC, and the commentary ranges quite wildly throughout. So let's put together a thread of the positives for the various adventures.
Lost Mines of Phalander - a solid introductory adventure!
Hoard of the Dragon Queen - I have played this. We enjoyed the story and had fun taking on the cult of the dragon
Rise of Tiamat - we are considering taking our characters from HotDQ and continuing with this one, dependent on the time availability of the DM.
Princes of the Apocalypse - have not played, can not comment
Out of the Abyss - have not played, can not comment
Curse of Strahd - we have done the Strahd adventures twice now, 2nd Ed and 3rd Ed. The story is solid.
Storm King's Thunder - we played through this. Loved battling the giants and delving into intrigue in the background.
Tales from the Yawning Portal - a nice collection of short adventures. Every group can make use of a least a couple of them.
Tomb of Annihilation - have not played so can not comment.
Waterdeep: Dragon Heist - have not played, but a city based adventure is always appreciated. The four seasons idea is an intriguing attempt at re-playability.
Waterdeep: Dungeon of the Mad Mage - I love a mega dungeon! Even if you don't want to slog through one, your DM can easily lift any individual level for use as a stand alone dungeon!
Ghosts of Saltmarsh - Loosely tied together water-based adventures. Actually fairly well thought out and designed.
Baldur's Gate: Descent Into Avernus - Take the players to the first layer of Hell! The ideas for corruption/selling your soul can really lead to great role-playing for some groups!
Candlekeep Mysteries - another collection of short adventures. Guaranteed a couple will be suitable for your group!
Personally, I own WD: DMM, GoS and BG: DiA. I have run only Avernus so far, but I do want to run GoS as well. I was really excited to run Avernus and received lots of positive feedback from the group for it as well. The players were really invested in their characters and really got into the role play aspect. One willingly sold his PCs soul for power and one actively sought out his patron (he played a warlock) in an attempt to redeem his soul. I did modify Lulu slightly - I made her trapped in a Ring of Mind Shielding that the cleric found, and the player of the cleric did a phenomenal job of talking to the "voice in her head" and revealing the clues that Lulu would espouse.
What are some other positive aspects of these adventures?
Lost Mines of Phalander - a solid introductory adventure!
Hoard of the Dragon Queen - I have played this. We enjoyed the story and had fun taking on the cult of the dragon
Rise of Tiamat - we are considering taking our characters from HotDQ and continuing with this one, dependent on the time availability of the DM.
Princes of the Apocalypse - have not played, can not comment
Out of the Abyss - have not played, can not comment
Curse of Strahd - we have done the Strahd adventures twice now, 2nd Ed and 3rd Ed. The story is solid.
Storm King's Thunder - we played through this. Loved battling the giants and delving into intrigue in the background.
Tales from the Yawning Portal - a nice collection of short adventures. Every group can make use of a least a couple of them.
Tomb of Annihilation - have not played so can not comment.
Waterdeep: Dragon Heist - have not played, but a city based adventure is always appreciated. The four seasons idea is an intriguing attempt at re-playability.
Waterdeep: Dungeon of the Mad Mage - I love a mega dungeon! Even if you don't want to slog through one, your DM can easily lift any individual level for use as a stand alone dungeon!
Ghosts of Saltmarsh - Loosely tied together water-based adventures. Actually fairly well thought out and designed.
Baldur's Gate: Descent Into Avernus - Take the players to the first layer of Hell! The ideas for corruption/selling your soul can really lead to great role-playing for some groups!
Candlekeep Mysteries - another collection of short adventures. Guaranteed a couple will be suitable for your group!
Personally, I own WD: DMM, GoS and BG: DiA. I have run only Avernus so far, but I do want to run GoS as well. I was really excited to run Avernus and received lots of positive feedback from the group for it as well. The players were really invested in their characters and really got into the role play aspect. One willingly sold his PCs soul for power and one actively sought out his patron (he played a warlock) in an attempt to redeem his soul. I did modify Lulu slightly - I made her trapped in a Ring of Mind Shielding that the cleric found, and the player of the cleric did a phenomenal job of talking to the "voice in her head" and revealing the clues that Lulu would espouse.
What are some other positive aspects of these adventures?